128,579 Commits over 4,201 Days - 1.28cph!

7 Days Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
7 Days Ago
Fixed deep sea marker not extending to the end of the screen
7 Days Ago
RPG7 - viewmodel and texture update
7 Days Ago
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
7 Days Ago
Fix players nearby being teleported into the water below when a boat is purchased at fishing village For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius S2P fishing villages
7 Days Ago
merge from ui_overhead_optims
7 Days Ago
Fix compile error
7 Days Ago
Fix scientists walking through the container on ghostship_d
7 Days Ago
Single 50cal anim update
7 Days Ago
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode. Extra safety check for parent when destroying blocks/deployables in BBS menu option.
7 Days Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
7 Days Ago
Fixed another issue with boat items not being placeable in certain situations. Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
7 Days Ago
Merge: from main
7 Days Ago
Casino remaining LODs CH47 static variant prefab Casino prefab fixes
7 Days Ago
LoadingScreen toggles its soft mask
7 Days Ago
DeathScreen toggles its canvas too
7 Days Ago
exported latest rpg skin anims and rig
7 Days Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
7 Days Ago
Buildfix: add missing namespace using Tests: none, trivial change
7 Days Ago
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
7 Days Ago
Clean: remove unused namespace using Tests: none, trivial change
7 Days Ago
Add bulk texture importing, to quickly load a skin within the workshop scene
7 Days Ago
Clean: remove debug logging Tests: compiles in editor
7 Days Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
7 Days Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
7 Days Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
7 Days Ago
Merge from anchor_sockets
7 Days Ago
Using sight and flip pitch support for the rear turret Lets the rear sight skip by the ballistics check
7 Days Ago
Final tweaks and usability
7 Days Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
7 Days Ago
Disable overlay canvas when the menu is not visible
7 Days Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
7 Days Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
7 Days Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
7 Days Ago
First implementation of hybrid monster meshes
7 Days Ago
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
7 Days Ago
tropical2 s2p
7 Days Ago
baked tropical2 shorevectors
7 Days Ago
handle inactive terrain in bakes
7 Days Ago
deep sea shorevector map initializes as ocean
7 Days Ago
Prevent fire extinguisher from dismounting the current player on the pt boat
7 Days Ago
hull.triangle sockets setup
7 Days Ago
Initial setup to fix scientists trying to shoot through glass
7 Days Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
7 Days Ago
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7 Days Ago
Add debug.debugclippingchecks: - Prints out what colliders are causing cllipping to fail - Still keep the performant route for regular gameplay
7 Days Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
7 Days Ago
Fixes, improvements, socket tweaks.